**************************************************************************/
#include "postprocess.h"
-
#include "postprocess/pp_filters.h"
+#include "postprocess/pp_private.h"
+
#include "util/u_inlines.h"
#include "util/u_sampler.h"
#include "tgsi/tgsi_parse.h"
+
void
pp_blit(struct pipe_context *pipe,
struct pipe_resource *src_tex,
}
/* save state (restored below) */
- cso_save_blend(cso);
- cso_save_depth_stencil_alpha(cso);
- cso_save_fragment_shader(cso);
- cso_save_framebuffer(cso);
- cso_save_geometry_shader(cso);
- cso_save_rasterizer(cso);
- cso_save_sample_mask(cso);
- cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
- cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
- cso_save_stencil_ref(cso);
- cso_save_stream_outputs(cso);
- cso_save_vertex_elements(cso);
- cso_save_vertex_shader(cso);
- cso_save_viewport(cso);
- cso_save_aux_vertex_buffer_slot(cso);
+ cso_save_state(cso, (CSO_BIT_BLEND |
+ CSO_BIT_DEPTH_STENCIL_ALPHA |
+ CSO_BIT_FRAGMENT_SHADER |
+ CSO_BIT_FRAMEBUFFER |
+ CSO_BIT_TESSCTRL_SHADER |
+ CSO_BIT_TESSEVAL_SHADER |
+ CSO_BIT_GEOMETRY_SHADER |
+ CSO_BIT_RASTERIZER |
+ CSO_BIT_SAMPLE_MASK |
+ CSO_BIT_MIN_SAMPLES |
+ CSO_BIT_FRAGMENT_SAMPLERS |
+ CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
+ CSO_BIT_STENCIL_REF |
+ CSO_BIT_STREAM_OUTPUTS |
+ CSO_BIT_VERTEX_ELEMENTS |
+ CSO_BIT_VERTEX_SHADER |
+ CSO_BIT_VIEWPORT |
+ CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+ CSO_BIT_PAUSE_QUERIES |
+ CSO_BIT_RENDER_CONDITION));
cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
- cso_save_render_condition(cso);
/* set default state */
cso_set_sample_mask(cso, ~0);
- cso_set_stream_outputs(cso, 0, NULL, 0);
+ cso_set_min_samples(cso, 1);
+ cso_set_stream_outputs(cso, 0, NULL, NULL);
+ cso_set_tessctrl_shader_handle(cso, NULL);
+ cso_set_tesseval_shader_handle(cso, NULL);
cso_set_geometry_shader_handle(cso, NULL);
cso_set_render_condition(cso, NULL, FALSE, 0);
}
/* restore state we changed */
- cso_restore_blend(cso);
- cso_restore_depth_stencil_alpha(cso);
- cso_restore_fragment_shader(cso);
- cso_restore_framebuffer(cso);
- cso_restore_geometry_shader(cso);
- cso_restore_rasterizer(cso);
- cso_restore_sample_mask(cso);
- cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
- cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
- cso_restore_stencil_ref(cso);
- cso_restore_stream_outputs(cso);
- cso_restore_vertex_elements(cso);
- cso_restore_vertex_shader(cso);
- cso_restore_viewport(cso);
- cso_restore_aux_vertex_buffer_slot(cso);
+ cso_restore_state(cso);
cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
- cso_restore_render_condition(cso);
pipe_resource_reference(&ppq->depth, NULL);
pipe_resource_reference(&refin, NULL);
/** Setup this resource as the filter input. */
void
-pp_filter_setup_in(struct program *p, struct pipe_resource *in)
+pp_filter_setup_in(struct pp_program *p, struct pipe_resource *in)
{
struct pipe_sampler_view v_tmp;
u_sampler_view_default_template(&v_tmp, in, in->format);
/** Setup this resource as the filter output. */
void
-pp_filter_setup_out(struct program *p, struct pipe_resource *out)
+pp_filter_setup_out(struct pp_program *p, struct pipe_resource *out)
{
p->surf.format = out->format;
/** Clean up the input and output set with the above. */
void
-pp_filter_end_pass(struct program *p)
+pp_filter_end_pass(struct pp_program *p)
{
pipe_surface_reference(&p->framebuffer.cbufs[0], NULL);
pipe_sampler_view_reference(&p->view, NULL);
*/
tokens = tgsi_alloc_tokens(PP_MAX_TOKENS);
- if (tokens == NULL) {
+ if (!tokens) {
pp_debug("Failed to allocate temporary token storage.\n");
return NULL;
}
return NULL;
}
- state.tokens = tokens;
- memset(&state.stream_output, 0, sizeof(state.stream_output));
+ pipe_shader_state_from_tgsi(&state, tokens);
if (isvs) {
ret_state = pipe->create_vs_state(pipe, &state);
/** Setup misc state for the filter. */
void
-pp_filter_misc_state(struct program *p)
+pp_filter_misc_state(struct pp_program *p)
{
cso_set_blend(p->cso, &p->blend);
cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
cso_set_rasterizer(p->cso, &p->rasterizer);
cso_set_viewport(p->cso, &p->viewport);
- cso_set_vertex_elements(p->cso, 2, p->velem);
+ cso_set_vertex_elements(p->cso, &p->velem);
}
/** Draw with the filter to the set output. */
void
-pp_filter_draw(struct program *p)
+pp_filter_draw(struct pp_program *p)
{
util_draw_vertex_buffer(p->pipe, p->cso, p->vbuf, 0, 0,
PIPE_PRIM_QUADS, 4, 2);
/** Set the framebuffer as active. */
void
-pp_filter_set_fb(struct program *p)
+pp_filter_set_fb(struct pp_program *p)
{
cso_set_framebuffer(p->cso, &p->framebuffer);
}
/** Set the framebuffer as active and clear it. */
void
-pp_filter_set_clear_fb(struct program *p)
+pp_filter_set_clear_fb(struct pp_program *p)
{
cso_set_framebuffer(p->cso, &p->framebuffer);
- p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);
+ p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR0, NULL, &p->clear_color, 0, 0);
}